#version 330

// Model View Projection matrix
uniform mat4 MVPm;

layout( location = 1 ) in vec3 IN_Position;
layout( location = 2 ) in vec3 IN_Normal;
layout( location = 3 ) in vec3 IN_Tangent;
layout( location = 4 ) in vec3 IN_Binormal;
layout( location = 5 ) in vec2 IN_TexCoor;
layout( location = 6 ) in vec3 IN_Color;

// OUT
out vec4 vBaseColor;

void main(void)
{
	gl_Position   = MVPm * vec4( IN_Position, 1.0 );
	vBaseColor = vec4( IN_Color, 1.0 );
}